@zephyr3d/scene 0.8.2 → 0.9.0

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Files changed (241) hide show
  1. package/dist/animation/animationset.js +473 -60
  2. package/dist/animation/animationset.js.map +1 -1
  3. package/dist/animation/cloth/gpu_cloth_system.js +2516 -0
  4. package/dist/animation/cloth/gpu_cloth_system.js.map +1 -0
  5. package/dist/animation/fixed_geometry_cache_track.js +138 -0
  6. package/dist/animation/fixed_geometry_cache_track.js.map +1 -0
  7. package/dist/animation/geometry_cache_utils.js +120 -0
  8. package/dist/animation/geometry_cache_utils.js.map +1 -0
  9. package/dist/animation/ik_modifier.js +9 -1
  10. package/dist/animation/ik_modifier.js.map +1 -1
  11. package/dist/animation/joint_dynamics/collision.js +469 -0
  12. package/dist/animation/joint_dynamics/collision.js.map +1 -0
  13. package/dist/animation/joint_dynamics/constraints.js +329 -0
  14. package/dist/animation/joint_dynamics/constraints.js.map +1 -0
  15. package/dist/animation/joint_dynamics/controller.js +699 -0
  16. package/dist/animation/joint_dynamics/controller.js.map +1 -0
  17. package/dist/animation/joint_dynamics/joint_dynamics_system.js +393 -0
  18. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -0
  19. package/dist/animation/joint_dynamics/solver.js +794 -0
  20. package/dist/animation/joint_dynamics/solver.js.map +1 -0
  21. package/dist/animation/joint_dynamics/types.js +19 -0
  22. package/dist/animation/joint_dynamics/types.js.map +1 -0
  23. package/dist/animation/joint_dynamics/vrm_spring_bone.js +46 -0
  24. package/dist/animation/joint_dynamics/vrm_spring_bone.js.map +1 -0
  25. package/dist/animation/joint_dynamics_modifier.js +51 -0
  26. package/dist/animation/joint_dynamics_modifier.js.map +1 -0
  27. package/dist/animation/pca_geometry_cache_track.js +222 -0
  28. package/dist/animation/pca_geometry_cache_track.js.map +1 -0
  29. package/dist/animation/skeleton.js +2011 -139
  30. package/dist/animation/skeleton.js.map +1 -1
  31. package/dist/animation/skeleton_modifier.js +3 -5
  32. package/dist/animation/skeleton_modifier.js.map +1 -1
  33. package/dist/animation/spring/multi_chain_spring_system.js +2 -0
  34. package/dist/animation/spring/multi_chain_spring_system.js.map +1 -1
  35. package/dist/animation/spring/spring_chain.js +3 -2
  36. package/dist/animation/spring/spring_chain.js.map +1 -1
  37. package/dist/animation/spring/spring_collider.js +35 -5
  38. package/dist/animation/spring/spring_collider.js.map +1 -1
  39. package/dist/animation/spring/spring_particle.js +1 -0
  40. package/dist/animation/spring/spring_particle.js.map +1 -1
  41. package/dist/animation/spring/spring_system.js +325 -28
  42. package/dist/animation/spring/spring_system.js.map +1 -1
  43. package/dist/animation/spring2/collision.js +469 -0
  44. package/dist/animation/spring2/collision.js.map +1 -0
  45. package/dist/animation/spring2/constraints.js +329 -0
  46. package/dist/animation/spring2/constraints.js.map +1 -0
  47. package/dist/animation/spring2/controller.js +434 -0
  48. package/dist/animation/spring2/controller.js.map +1 -0
  49. package/dist/animation/spring2/math.js +16 -0
  50. package/dist/animation/spring2/math.js.map +1 -0
  51. package/dist/animation/spring2/solver.js +624 -0
  52. package/dist/animation/spring2/solver.js.map +1 -0
  53. package/dist/animation/spring2/spring_system.js +118 -0
  54. package/dist/animation/spring2/spring_system.js.map +1 -0
  55. package/dist/animation/spring2/types.js +19 -0
  56. package/dist/animation/spring2/types.js.map +1 -0
  57. package/dist/animation/spring_modifier.js +17 -1
  58. package/dist/animation/spring_modifier.js.map +1 -1
  59. package/dist/app/engine.js +42 -15
  60. package/dist/app/engine.js.map +1 -1
  61. package/dist/app/runtimescript.js +132 -1
  62. package/dist/app/runtimescript.js.map +1 -1
  63. package/dist/app/screen.js +3 -3
  64. package/dist/app/screen.js.map +1 -1
  65. package/dist/app/scriptingsystem.js +69 -37
  66. package/dist/app/scriptingsystem.js.map +1 -1
  67. package/dist/app/scriptregistry.js +157 -146
  68. package/dist/app/scriptregistry.js.map +1 -1
  69. package/dist/asset/assetmanager.js +2 -1
  70. package/dist/asset/assetmanager.js.map +1 -1
  71. package/dist/asset/loaders/zabc/zabc_loader.js +570 -0
  72. package/dist/asset/loaders/zabc/zabc_loader.js.map +1 -0
  73. package/dist/asset/model.js +192 -0
  74. package/dist/asset/model.js.map +1 -1
  75. package/dist/camera/base.js +26 -7
  76. package/dist/camera/base.js.map +1 -1
  77. package/dist/camera/camera.js +146 -24
  78. package/dist/camera/camera.js.map +1 -1
  79. package/dist/camera/fps.js +2 -2
  80. package/dist/camera/fps.js.map +1 -1
  81. package/dist/camera/orbit.js +2 -2
  82. package/dist/camera/orbit.js.map +1 -1
  83. package/dist/index.d.ts +11728 -8535
  84. package/dist/index.js +29 -8
  85. package/dist/index.js.map +1 -1
  86. package/dist/material/lambert.js +1 -1
  87. package/dist/material/lambert.js.map +1 -1
  88. package/dist/material/material.js +9 -3
  89. package/dist/material/material.js.map +1 -1
  90. package/dist/material/meshmaterial.js +54 -7
  91. package/dist/material/meshmaterial.js.map +1 -1
  92. package/dist/material/mixins/lightmodel/blinnphong.js +17 -7
  93. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  94. package/dist/material/mixins/lightmodel/lambert.js +7 -2
  95. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  96. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +108 -16
  97. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  98. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +222 -14
  99. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  100. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +24 -12
  101. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  102. package/dist/material/mixins/lit.js +11 -8
  103. package/dist/material/mixins/lit.js.map +1 -1
  104. package/dist/material/mixins/pbr/common.js +72 -5
  105. package/dist/material/mixins/pbr/common.js.map +1 -1
  106. package/dist/material/pbrblueprint.js +148 -1
  107. package/dist/material/pbrblueprint.js.map +1 -1
  108. package/dist/material/pbrmr.js +125 -2
  109. package/dist/material/pbrmr.js.map +1 -1
  110. package/dist/material/shader/helper.js +10 -4
  111. package/dist/material/shader/helper.js.map +1 -1
  112. package/dist/material/water.js +2 -2
  113. package/dist/material/water.js.map +1 -1
  114. package/dist/posteffect/coloradjust.js +145 -0
  115. package/dist/posteffect/coloradjust.js.map +1 -0
  116. package/dist/posteffect/taa.js +68 -32
  117. package/dist/posteffect/taa.js.map +1 -1
  118. package/dist/render/cluster_light.js +17 -12
  119. package/dist/render/cluster_light.js.map +1 -1
  120. package/dist/render/deferredlightpass.js +510 -0
  121. package/dist/render/deferredlightpass.js.map +1 -0
  122. package/dist/render/deferredshadowlightpass.js +428 -0
  123. package/dist/render/deferredshadowlightpass.js.map +1 -0
  124. package/dist/render/drawable.js.map +1 -1
  125. package/dist/render/drawable_mixin.js +21 -12
  126. package/dist/render/drawable_mixin.js.map +1 -1
  127. package/dist/render/envlight.js +20 -22
  128. package/dist/render/envlight.js.map +1 -1
  129. package/dist/render/gbufferpass.js +50 -0
  130. package/dist/render/gbufferpass.js.map +1 -0
  131. package/dist/render/lightpass.js +1 -2
  132. package/dist/render/lightpass.js.map +1 -1
  133. package/dist/render/primitive.js +1 -1
  134. package/dist/render/primitive.js.map +1 -1
  135. package/dist/render/render_queue.js +3 -2
  136. package/dist/render/render_queue.js.map +1 -1
  137. package/dist/render/renderer.js +5 -358
  138. package/dist/render/renderer.js.map +1 -1
  139. package/dist/render/rendergraph/executor.js +15 -12
  140. package/dist/render/rendergraph/executor.js.map +1 -1
  141. package/dist/render/rendergraph/forward_plus_builder.js +144 -88
  142. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  143. package/dist/render/rendergraph/history_resource_manager.js +178 -0
  144. package/dist/render/rendergraph/history_resource_manager.js.map +1 -0
  145. package/dist/render/rendergraph/rendergraph.js +12 -1
  146. package/dist/render/rendergraph/rendergraph.js.map +1 -1
  147. package/dist/render/rendergraph/types.js +2 -2
  148. package/dist/render/rendergraph/types.js.map +1 -1
  149. package/dist/render/sky.js +26 -9
  150. package/dist/render/sky.js.map +1 -1
  151. package/dist/scene/basesprite.js +4 -3
  152. package/dist/scene/basesprite.js.map +1 -1
  153. package/dist/scene/batchgroup.js +4 -4
  154. package/dist/scene/environment.js +7 -4
  155. package/dist/scene/environment.js.map +1 -1
  156. package/dist/scene/light.js +184 -18
  157. package/dist/scene/light.js.map +1 -1
  158. package/dist/scene/mesh.js +30 -0
  159. package/dist/scene/mesh.js.map +1 -1
  160. package/dist/scene/particlesys.js +3 -2
  161. package/dist/scene/particlesys.js.map +1 -1
  162. package/dist/scene/raycast_visitor.js +29 -3
  163. package/dist/scene/raycast_visitor.js.map +1 -1
  164. package/dist/scene/scene.js +86 -19
  165. package/dist/scene/scene.js.map +1 -1
  166. package/dist/scene/scene_node.js +87 -31
  167. package/dist/scene/scene_node.js.map +1 -1
  168. package/dist/scene/script_attachment.js +59 -0
  169. package/dist/scene/script_attachment.js.map +1 -0
  170. package/dist/scene/terrain-cm/grass.js +3 -2
  171. package/dist/scene/terrain-cm/grass.js.map +1 -1
  172. package/dist/scene/terrain-cm/terrain-cm.js +4 -3
  173. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  174. package/dist/scene/water.js +3 -2
  175. package/dist/scene/water.js.map +1 -1
  176. package/dist/shaders/shadow.js +2 -2
  177. package/dist/shaders/shadow.js.map +1 -1
  178. package/dist/shadow/shadowmapper.js +74 -4
  179. package/dist/shadow/shadowmapper.js.map +1 -1
  180. package/dist/shapes/box.js +163 -0
  181. package/dist/shapes/box.js.map +1 -1
  182. package/dist/shapes/capsule.js +216 -0
  183. package/dist/shapes/capsule.js.map +1 -0
  184. package/dist/shapes/cylinder.js +91 -0
  185. package/dist/shapes/cylinder.js.map +1 -1
  186. package/dist/shapes/plane.js +32 -0
  187. package/dist/shapes/plane.js.map +1 -1
  188. package/dist/shapes/tetrahedron.js +211 -0
  189. package/dist/shapes/tetrahedron.js.map +1 -1
  190. package/dist/shapes/torus.js +173 -0
  191. package/dist/shapes/torus.js.map +1 -1
  192. package/dist/utility/blueprint/common/math.js +111 -1
  193. package/dist/utility/blueprint/common/math.js.map +1 -1
  194. package/dist/utility/blueprint/material/inputs.js +235 -1
  195. package/dist/utility/blueprint/material/inputs.js.map +1 -1
  196. package/dist/utility/blueprint/material/ir.js +154 -10
  197. package/dist/utility/blueprint/material/ir.js.map +1 -1
  198. package/dist/utility/blueprint/material/texture.js +273 -19
  199. package/dist/utility/blueprint/material/texture.js.map +1 -1
  200. package/dist/utility/serialization/json.js +12 -2
  201. package/dist/utility/serialization/json.js.map +1 -1
  202. package/dist/utility/serialization/manager.js +30 -11
  203. package/dist/utility/serialization/manager.js.map +1 -1
  204. package/dist/utility/serialization/scene/animation.js +250 -7
  205. package/dist/utility/serialization/scene/animation.js.map +1 -1
  206. package/dist/utility/serialization/scene/batch.js +4 -2
  207. package/dist/utility/serialization/scene/batch.js.map +1 -1
  208. package/dist/utility/serialization/scene/camera.js +154 -2
  209. package/dist/utility/serialization/scene/camera.js.map +1 -1
  210. package/dist/utility/serialization/scene/cloth_script.js +834 -0
  211. package/dist/utility/serialization/scene/cloth_script.js.map +1 -0
  212. package/dist/utility/serialization/scene/common.js +7 -0
  213. package/dist/utility/serialization/scene/common.js.map +1 -1
  214. package/dist/utility/serialization/scene/light.js +120 -4
  215. package/dist/utility/serialization/scene/light.js.map +1 -1
  216. package/dist/utility/serialization/scene/material.js +453 -1
  217. package/dist/utility/serialization/scene/material.js.map +1 -1
  218. package/dist/utility/serialization/scene/mesh.js +4 -2
  219. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  220. package/dist/utility/serialization/scene/node.js +298 -10
  221. package/dist/utility/serialization/scene/node.js.map +1 -1
  222. package/dist/utility/serialization/scene/particle.js +4 -2
  223. package/dist/utility/serialization/scene/particle.js.map +1 -1
  224. package/dist/utility/serialization/scene/primitive.js +100 -3
  225. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  226. package/dist/utility/serialization/scene/scene.js +130 -3
  227. package/dist/utility/serialization/scene/scene.js.map +1 -1
  228. package/dist/utility/serialization/scene/script.js +66 -0
  229. package/dist/utility/serialization/scene/script.js.map +1 -0
  230. package/dist/utility/serialization/scene/spring_script.js +596 -0
  231. package/dist/utility/serialization/scene/spring_script.js.map +1 -0
  232. package/dist/utility/serialization/scene/sprite.js +5 -3
  233. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  234. package/dist/utility/serialization/scene/terrain.js +4 -2
  235. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  236. package/dist/utility/serialization/scene/water.js +4 -2
  237. package/dist/utility/serialization/scene/water.js.map +1 -1
  238. package/dist/utility/serialization/types.js.map +1 -1
  239. package/dist/values.js +5 -1
  240. package/dist/values.js.map +1 -1
  241. package/package.json +3 -3
@@ -223,7 +223,7 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
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  scope.$l.outColor = pb.vec4(this.waterShading(scope, scope.$inputs.worldPos, scope.normal.xyz, scope.normal.w), 1);
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  if (this.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {
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  scope.$l.outRoughness = pb.vec4(1, 1, 1, 0);
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- this.outputFragmentColor(scope, scope.$inputs.worldPos, pb.vec4(1), scope.outRoughness, scope.outColor);
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+ this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.outColor, scope.outRoughness, scope.outColor);
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  } else {
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  this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.outColor);
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  }
@@ -315,7 +315,7 @@ class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {
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  this.refraction = pb.mul(this.refraction, this.getAbsorption(this.depth));
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  this.$l.fresnelTerm = this.fresnel(this.normal, pb.neg(this.eyeVecNorm));
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  this.$l.finalColor = pb.mix(pb.mix(this.refraction, this.reflectance, this.fresnelTerm), pb.vec3(1), this.foamFactor);
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- that.forEachLight(this, function(type, posRange, dirCutoff, colorIntensity, shadow) {
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+ that.forEachLight(this, function(type, posRange, dirCutoff, colorIntensity, _extra, shadow) {
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  this.$l.lightAtten = that.calculateLightAttenuation(this, type, this.worldPos, posRange, dirCutoff);
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  this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);
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  this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);
@@ -1 +1 @@
1
- {"version":3,"file":"water.js","sources":["../../src/material/water.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n PBFunctionScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport { applyMaterialMixins, MeshMaterial } from './meshmaterial';\r\nimport type { DrawContext, WaveGenerator } from '../render';\r\nimport { MaterialVaryingFlags } from '../values';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { DRef, DWeakRef, Interpolator, Vector3, Vector4 } from '@zephyr3d/base';\r\nimport { screenSpaceRayTracing_HiZ, screenSpaceRayTracing_Linear2D } from '../shaders/ssr';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { mixinLight } from './mixins/lit';\r\nimport { distributionGGX, fresnelSchlick, visGGX } from '../shaders/pbr';\r\nimport { getDevice } from '../app/api';\r\n\r\nexport class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {\r\n private static readonly _absorptionGrad = new Interpolator(\r\n 'linear',\r\n 'vec3',\r\n new Float32Array([0, 0.082, 0.318, 0.665, 1]),\r\n new Float32Array([1, 1, 1, 0.22, 0.87, 0.87, 0, 0.47, 0.49, 0, 0.275, 0.44, 0, 0, 0])\r\n );\r\n private static readonly _scatterGrad = new Interpolator(\r\n 'linear',\r\n 'vec3',\r\n new Float32Array([0, 0.15, 0.42, 1]),\r\n new Float32Array([0, 0, 0, 0.08, 0.41, 0.34, 0.13, 0.4, 0.45, 0.21, 0.5, 0.6])\r\n );\r\n private static readonly _defaultScatterRampTexture: DWeakRef<Texture2D> = new DWeakRef();\r\n private static readonly _defaultAbsorptionRampTexture: DWeakRef<Texture2D> = new DWeakRef();\r\n private static readonly _waveUpdateState: WeakMap<WaveGenerator, number> = new WeakMap();\r\n private readonly _region: Vector4;\r\n private _displace: number;\r\n private _depthMulti: number;\r\n private _refractionStrength: number;\r\n private readonly _scatterRampTexture: DRef<Texture2D>;\r\n private readonly _absorptionRampTexture: DRef<Texture2D>;\r\n private readonly _waveGenerator: DRef<WaveGenerator>;\r\n private _waveVersion: number;\r\n private readonly _clipmapInfo: Vector4;\r\n private readonly _clipmapGridInfo: Vector4;\r\n private readonly _ssrParams: Vector4;\r\n constructor() {\r\n super();\r\n this._region = new Vector4(-99999, -99999, 99999, 99999);\r\n this._clipmapInfo = new Vector4();\r\n this._clipmapGridInfo = new Vector4();\r\n this._waveGenerator = new DRef();\r\n this._waveVersion = -1;\r\n this._ssrParams = new Vector4(1000, 160, 0.5, 2);\r\n this._scatterRampTexture = new DRef();\r\n this._absorptionRampTexture = new DRef();\r\n this._displace = 16;\r\n this._depthMulti = 0.1;\r\n this._refractionStrength = 0;\r\n this.cullMode = 'none';\r\n //this.TAADisabled = true;\r\n }\r\n /** {@inheritDoc Material.onDispose} */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._waveGenerator.dispose();\r\n this._scatterRampTexture.dispose();\r\n this._absorptionRampTexture.dispose();\r\n }\r\n /** @internal */\r\n get region() {\r\n return this._region;\r\n }\r\n /** @internal */\r\n set region(val: Vector4) {\r\n if (!val.equalsTo(this._region)) {\r\n this._region.set(val);\r\n this.uniformChanged();\r\n }\r\n }\r\n get waveGenerator() {\r\n return this._waveGenerator.get();\r\n }\r\n set waveGenerator(waveGenerator: Nullable<WaveGenerator>) {\r\n if (this._waveGenerator.get() !== waveGenerator) {\r\n this._waveGenerator.set(waveGenerator);\r\n this._waveVersion = -1;\r\n this.optionChanged(true);\r\n }\r\n }\r\n get scatterRampTexture() {\r\n const tex = this._getScatterRampTexture(getDevice());\r\n return tex === WaterMaterial._defaultScatterRampTexture.get() ? null : tex;\r\n }\r\n set scatterRampTexture(tex) {\r\n if (tex !== this.scatterRampTexture) {\r\n this._scatterRampTexture.set(tex);\r\n this.uniformChanged();\r\n }\r\n }\r\n get absorptionRampTexture() {\r\n const tex = this._getAbsorptionRampTexture(getDevice());\r\n return tex === WaterMaterial._defaultAbsorptionRampTexture.get() ? null : tex;\r\n }\r\n set absorptionRampTexture(tex) {\r\n if (tex !== this.absorptionRampTexture) {\r\n this._absorptionRampTexture.set(tex);\r\n this.uniformChanged();\r\n }\r\n }\r\n get depthMulti() {\r\n return this._depthMulti;\r\n }\r\n set depthMulti(val) {\r\n if (val !== this._depthMulti) {\r\n this._depthMulti = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get displace() {\r\n return this._displace;\r\n }\r\n set displace(val) {\r\n if (val !== this._displace) {\r\n this._displace = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get refractionStrength() {\r\n return this._refractionStrength;\r\n }\r\n set refractionStrength(val) {\r\n if (val !== this._refractionStrength) {\r\n this._refractionStrength = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n needSceneColor() {\r\n return true;\r\n }\r\n needSceneDepth() {\r\n return true;\r\n }\r\n protected _createHash() {\r\n return `${super._createHash()}:${this.waveGenerator?.getHash() ?? ''}`;\r\n }\r\n setClipmapInfo(rotation: number, scale: number, offsetX: number, offsetY: number) {\r\n this._clipmapInfo.setXYZW(rotation, scale, offsetX, offsetY);\r\n this.uniformChanged();\r\n }\r\n setClipmapGridInfo(gridScale: number, gridOffsetX: number, gridOffsetY: number) {\r\n if (\r\n this._clipmapGridInfo.x !== gridScale ||\r\n this._clipmapGridInfo.y !== gridOffsetX ||\r\n this._clipmapGridInfo.z !== gridOffsetY\r\n ) {\r\n this._clipmapGridInfo.setXYZW(gridScale, gridOffsetX, gridOffsetY, 0);\r\n this.uniformChanged();\r\n }\r\n }\r\n supportInstancing() {\r\n return false;\r\n }\r\n supportLighting() {\r\n return true;\r\n }\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n const pb = scope.$builder;\r\n this.waveGenerator?.setupUniforms(scope, 2);\r\n scope.$inputs.position = pb.vec3().attrib('position');\r\n scope.$inputs.clipmapInfo = pb.vec4().attrib('texCoord0');\r\n scope.clipmapGridInfo = pb.vec4().uniform(2);\r\n\r\n scope.$l.s = pb.sin(scope.$inputs.clipmapInfo.x);\r\n scope.$l.c = pb.cos(scope.$inputs.clipmapInfo.x);\r\n scope.$l.scale2 = pb.mul(scope.$inputs.clipmapInfo.y, scope.clipmapGridInfo.x);\r\n scope.$l.clipmapMatrix = pb.mat4(\r\n pb.mul(scope.c, scope.scale2),\r\n pb.mul(scope.s, scope.scale2),\r\n 0,\r\n 0,\r\n pb.neg(pb.mul(scope.s, scope.scale2)),\r\n pb.mul(scope.c, scope.scale2),\r\n 0,\r\n 0,\r\n 0,\r\n 0,\r\n 1,\r\n 0,\r\n pb.sub(pb.mul(scope.$inputs.clipmapInfo.z, scope.clipmapGridInfo.x), scope.clipmapGridInfo.y),\r\n pb.sub(pb.mul(scope.$inputs.clipmapInfo.w, scope.clipmapGridInfo.x), scope.clipmapGridInfo.z),\r\n 0,\r\n 1\r\n );\r\n\r\n scope.$l.clipmapPos = pb.mul(scope.clipmapMatrix, pb.vec4(scope.$inputs.position, 1)).xy;\r\n //scope.$l.level = pb.mul(ShaderHelper.getWorldMatrix(scope), pb.vec4(0, 0, 0, 1)).y;\r\n scope.clipmapWorldPos = pb.mul(\r\n ShaderHelper.getWorldMatrix(scope),\r\n pb.vec4(scope.clipmapPos.x, 0, scope.clipmapPos.y, 1)\r\n ).xyz; // pb.vec3(scope.clipmapPos.x, scope.level, scope.clipmapPos.y);\r\n scope.worldNormal = pb.vec3(0, 1, 0);\r\n scope.worldPos = scope.clipmapWorldPos;\r\n this.waveGenerator?.calcVertexPositionAndNormal(\r\n scope,\r\n scope.clipmapWorldPos,\r\n scope.worldPos,\r\n scope.worldNormal\r\n );\r\n scope.$outputs.worldPos = scope.worldPos;\r\n scope.$outputs.clipmapPos = scope.clipmapWorldPos;\r\n scope.$outputs.worldNormal = scope.worldNormal;\r\n ShaderHelper.setClipSpacePosition(\r\n scope,\r\n pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.worldPos, 1))\r\n );\r\n ShaderHelper.resolveMotionVector(scope, scope.$outputs.worldPos, scope.$outputs.worldPos);\r\n }\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n this.waveGenerator?.setupUniforms(scope, 2);\r\n scope.region = pb.vec4().uniform(2);\r\n if (this.needFragmentColor()) {\r\n scope.displace = pb.float().uniform(2);\r\n scope.depthMulti = pb.float().uniform(2);\r\n scope.refractionStrength = pb.float().uniform(2);\r\n scope.ssrParams = pb.vec4().uniform(2);\r\n scope.scatterRampTex = pb.tex2D().uniform(2);\r\n scope.absorptionRampTex = pb.tex2D().uniform(2);\r\n }\r\n scope.$l.discardable = pb.or(\r\n pb.any(pb.lessThan(scope.$inputs.worldPos.xz, scope.region.xy)),\r\n pb.any(pb.greaterThan(scope.$inputs.worldPos.xz, scope.region.zw))\r\n );\r\n scope.$if(scope.discardable, function () {\r\n pb.discard();\r\n });\r\n if (this.needFragmentColor()) {\r\n scope.$l.normal = this.waveGenerator\r\n ? this.waveGenerator.calcFragmentNormalAndFoam(\r\n scope,\r\n scope.$inputs.clipmapPos.xz,\r\n scope.$inputs.worldNormal\r\n )\r\n : pb.vec4(scope.$inputs.worldNormal, 0);\r\n scope.$l.outColor = pb.vec4(\r\n this.waterShading(scope, scope.$inputs.worldPos, scope.normal.xyz, scope.normal.w),\r\n 1\r\n );\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\r\n scope.$l.outRoughness = pb.vec4(1, 1, 1, 0);\r\n this.outputFragmentColor(\r\n scope,\r\n scope.$inputs.worldPos,\r\n pb.vec4(1),\r\n scope.outRoughness,\r\n scope.outColor\r\n );\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.outColor);\r\n }\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, null);\r\n }\r\n }\r\n waterShading(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal: PBShaderExp,\r\n foamFactor: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func('getAbsorption', [pb.float('depth')], function () {\r\n this.$l.c = pb.textureSampleLevel(\r\n this.absorptionRampTex,\r\n pb.vec2(pb.mul(this.depth, this.depthMulti), 0.5),\r\n 0\r\n ).rgb;\r\n this.$return(pb.mul(this.c, this.c));\r\n });\r\n pb.func('getScattering', [pb.float('depth')], function () {\r\n this.$l.c = pb.textureSampleLevel(\r\n this.scatterRampTex,\r\n pb.vec2(pb.mul(this.depth, this.depthMulti), 0.5),\r\n 0\r\n ).rgb;\r\n this.$return(pb.mul(this.c, this.c));\r\n });\r\n pb.func('fresnel', [pb.vec3('normal'), pb.vec3('eyeVec')], function () {\r\n this.$return(\r\n pb.clamp(\r\n pb.sub(pb.pow(pb.sub(1, pb.dot(this.normal, this.eyeVec)), 5), this.refractionStrength),\r\n 0,\r\n 1\r\n )\r\n );\r\n });\r\n pb.func(\r\n 'lightSpecular',\r\n [pb.vec3('lightDir'), pb.vec3('eyeVecNorm'), pb.vec3('normal'), pb.vec3('lightColor')],\r\n function () {\r\n this.$l.roughness = pb.float(0.04);\r\n this.$l.f0 = pb.vec3(0.02);\r\n this.$l.f90 = pb.vec3(1);\r\n this.$l.L = this.lightDir;\r\n this.$l.V = pb.neg(this.eyeVecNorm);\r\n this.$l.halfVec = pb.normalize(pb.add(this.L, this.V));\r\n this.$l.NoH = pb.clamp(pb.dot(this.normal, this.halfVec), 0, 1);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.L), 0, 1);\r\n this.$l.specular = pb.vec3(0);\r\n this.$if(pb.greaterThan(this.NoL, 0), function () {\r\n this.$l.VoH = pb.clamp(pb.dot(this.V, this.halfVec), 0, 1);\r\n this.$l.NoV = pb.clamp(pb.dot(this.normal, this.V), 0, 1);\r\n this.$l.F = fresnelSchlick(this, this.VoH, this.f0, this.f90);\r\n this.$l.alphaRoughness = pb.mul(this.roughness, this.roughness);\r\n this.$l.D = distributionGGX(this, this.NoH, this.alphaRoughness);\r\n this.$l.VIS = visGGX(this, this.NoV, this.NoL, this.alphaRoughness);\r\n this.specular = pb.mul(this.D, this.VIS, this.F, this.lightColor);\r\n });\r\n this.$return(this.specular);\r\n }\r\n );\r\n pb.func(\r\n 'waterShading',\r\n [pb.vec3('worldPos'), pb.vec3('worldNormal'), pb.float('foamFactor')],\r\n function () {\r\n this.$l.screenUV = pb.div(pb.vec2(this.$builtins.fragCoord.xy), ShaderHelper.getRenderSize(this));\r\n this.$l.dist = pb.length(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));\r\n this.$l.normalScale = pb.clamp(pb.div(100, this.dist), 0, 1);\r\n this.$l.normal = pb.normalize(\r\n pb.mul(this.worldNormal, pb.vec3(this.normalScale, 1, this.normalScale))\r\n );\r\n this.$l.displacedTexCoord = pb.add(this.screenUV, pb.mul(this.normal.xz, this.displace));\r\n this.$l.wPos = ShaderHelper.samplePositionFromDepth(\r\n this,\r\n ShaderHelper.getLinearDepthTexture(this),\r\n this.screenUV,\r\n ShaderHelper.getInvViewProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy\r\n );\r\n this.$l.eyeVec = pb.sub(this.worldPos.xyz, ShaderHelper.getCameraPosition(this));\r\n this.$l.eyeVecNorm = pb.normalize(this.eyeVec);\r\n this.$l.depth = pb.length(pb.sub(this.wPos.xyz, this.worldPos));\r\n this.$l.viewPos = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.worldPos, 1)).xyz;\r\n this.incidentVec = pb.normalize(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));\r\n this.reflectVecW = pb.reflect(this.incidentVec, this.normal);\r\n this.$l.reflectance = pb.vec3();\r\n this.$l.hitInfo = pb.vec4(0);\r\n this.$if(pb.greaterThan(this.reflectVecW.y, 0), function () {\r\n this.reflectVec = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.reflectVecW, 0)).xyz;\r\n this.hitInfo = ShaderHelper.getHiZDepthTexture(this)\r\n ? screenSpaceRayTracing_HiZ(\r\n this,\r\n this.viewPos,\r\n this.reflectVec,\r\n ShaderHelper.getViewMatrix(this),\r\n ShaderHelper.getProjectionMatrix(this),\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy,\r\n pb.int(ShaderHelper.getHiZDepthTextureMipLevelCount(this)),\r\n this.ssrParams.y,\r\n this.ssrParams.z,\r\n pb.vec4(ShaderHelper.getRenderSize(this), ShaderHelper.getHiZDepthTextureSize(this)),\r\n ShaderHelper.getHiZDepthTexture(this)\r\n )\r\n : screenSpaceRayTracing_Linear2D(\r\n this,\r\n this.viewPos,\r\n this.reflectVec,\r\n ShaderHelper.getViewMatrix(this),\r\n ShaderHelper.getProjectionMatrix(this),\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy,\r\n this.ssrParams.x,\r\n this.ssrParams.y,\r\n this.ssrParams.z,\r\n this.ssrParams.w,\r\n pb.vec4(ShaderHelper.getRenderSize(this), ShaderHelper.getLinearDepthTextureSize(this)),\r\n ShaderHelper.getLinearDepthTexture(this)\r\n );\r\n });\r\n this.$l.refl = pb.reflect(\r\n pb.normalize(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this))),\r\n this.normal\r\n );\r\n this.refl.y = pb.max(this.refl.y, 0.1);\r\n this.reflectance = pb.mix(\r\n pb.textureSampleLevel(ShaderHelper.getBakedSkyTexture(this), this.refl, 0).rgb,\r\n pb.textureSampleLevel(ShaderHelper.getSceneColorTexture(this), this.hitInfo.xy, 0).rgb,\r\n this.hitInfo.w\r\n );\r\n this.$l.refractUV = this.displacedTexCoord;\r\n this.$l.displacedPos = ShaderHelper.samplePositionFromDepth(\r\n this,\r\n ShaderHelper.getLinearDepthTexture(this),\r\n this.refractUV,\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy\r\n );\r\n this.$if(\r\n pb.or(\r\n pb.greaterThanEqual(this.displacedPos.w, 0.99999),\r\n pb.greaterThan(this.displacedPos.z, this.viewPos.z)\r\n ),\r\n function () {\r\n this.refractUV = this.screenUV;\r\n }\r\n ).$else(function () {\r\n this.depth = pb.length(pb.sub(this.displacedPos.xyz, this.viewPos));\r\n });\r\n this.$l.refraction = pb.textureSampleLevel(\r\n ShaderHelper.getSceneColorTexture(this),\r\n this.refractUV,\r\n 0\r\n ).rgb;\r\n this.refraction = pb.mul(this.refraction, this.getAbsorption(this.depth));\r\n this.$l.fresnelTerm = this.fresnel(this.normal, pb.neg(this.eyeVecNorm));\r\n this.$l.finalColor = pb.mix(\r\n pb.mix(this.refraction, this.reflectance, this.fresnelTerm),\r\n pb.vec3(1),\r\n this.foamFactor\r\n );\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, shadow) {\r\n this.$l.lightAtten = that.calculateLightAttenuation(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);\r\n this.$l.lightContrib = this.lightSpecular(\r\n this.lightDir,\r\n this.eyeVecNorm,\r\n this.normal,\r\n pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten)\r\n );\r\n if (shadow) {\r\n this.$l.shadow = pb.vec3(that.calculateShadow(this, this.worldPos, this.NoL));\r\n this.lightContrib = pb.mul(this.lightContrib, this.shadow);\r\n }\r\n this.finalColor = pb.add(this.finalColor, this.lightContrib);\r\n });\r\n if (that.needCalculateEnvLight()) {\r\n this.$l.irradiance = that.getEnvLightIrradiance(this, this.normal);\r\n this.$l.sss = pb.mul(this.getScattering(this.depth), this.irradiance, 1 / Math.PI);\r\n this.finalColor = pb.add(this.finalColor, this.sss);\r\n }\r\n this.$return(this.finalColor);\r\n }\r\n );\r\n return scope.waterShading(worldPos, worldNormal, foamFactor);\r\n }\r\n applyUniforms(bindGroup: BindGroup, ctx: DrawContext, needUpdate: boolean, pass: number) {\r\n super.applyUniforms(bindGroup, ctx, needUpdate, pass);\r\n const waveGenerator = this._waveGenerator.get();\r\n if (waveGenerator && this._waveVersion !== waveGenerator.version) {\r\n waveGenerator.applyWaterBindGroup(bindGroup);\r\n this._waveVersion = waveGenerator.version;\r\n }\r\n }\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n bindGroup.setValue('clipmapGridInfo', this._clipmapGridInfo);\r\n bindGroup.setValue('region', this._region);\r\n if (this.needFragmentColor(ctx)) {\r\n bindGroup.setValue('displace', this._displace / ctx.renderWidth);\r\n bindGroup.setValue('depthMulti', this._depthMulti);\r\n bindGroup.setValue('refractionStrength', this._refractionStrength);\r\n bindGroup.setValue('ssrParams', this._ssrParams);\r\n bindGroup.setTexture(\r\n 'scatterRampTex',\r\n this._getScatterRampTexture(ctx.device),\r\n fetchSampler('clamp_linear_nomip')\r\n );\r\n bindGroup.setTexture(\r\n 'absorptionRampTex',\r\n this._getAbsorptionRampTexture(ctx.device),\r\n fetchSampler('clamp_linear_nomip')\r\n );\r\n }\r\n if (this.waveGenerator) {\r\n this.waveGenerator.applyWaterBindGroup(bindGroup);\r\n }\r\n }\r\n needUpdate() {\r\n return !!this._waveGenerator.get()?.needUpdate();\r\n }\r\n update(frameId: number, elapsed: number) {\r\n const waveGenerator = this._waveGenerator.get();\r\n if (waveGenerator) {\r\n const updateFrameId = WaterMaterial._waveUpdateState.get(waveGenerator);\r\n if (updateFrameId !== frameId) {\r\n waveGenerator.update(elapsed);\r\n WaterMaterial._waveUpdateState.set(waveGenerator, frameId);\r\n }\r\n }\r\n }\r\n private _getRampTexture(device: AbstractDevice, grad: Interpolator) {\r\n const width = 128;\r\n const height = 1;\r\n const texture = device.createTexture2D('rgba8unorm', width, height, {\r\n mipmapping: false\r\n })!;\r\n const numTexels = width * height;\r\n const data = new Uint8Array(numTexels * 4);\r\n const tmpcolor = new Vector3();\r\n for (let i = 0; i < numTexels; i++) {\r\n grad.interpolate((i % width) / width, tmpcolor);\r\n data[i * 4 + 0] = (tmpcolor.x * 255) >> 0;\r\n data[i * 4 + 1] = (tmpcolor.y * 255) >> 0;\r\n data[i * 4 + 2] = (tmpcolor.z * 255) >> 0;\r\n data[i * 4 + 3] = 255;\r\n }\r\n texture.update(data, 0, 0, width, height);\r\n return texture;\r\n }\r\n private _getScatterRampTexture(device: AbstractDevice) {\r\n if (!this._scatterRampTexture.get()) {\r\n if (!WaterMaterial._defaultScatterRampTexture.get()) {\r\n WaterMaterial._defaultScatterRampTexture.set(\r\n this._getRampTexture(device, WaterMaterial._scatterGrad)\r\n );\r\n }\r\n this._scatterRampTexture.set(WaterMaterial._defaultScatterRampTexture.get());\r\n }\r\n return this._scatterRampTexture.get()!;\r\n }\r\n private _getAbsorptionRampTexture(device: AbstractDevice) {\r\n if (!this._absorptionRampTexture.get()) {\r\n if (!WaterMaterial._defaultAbsorptionRampTexture.get()) {\r\n WaterMaterial._defaultAbsorptionRampTexture.set(\r\n this._getRampTexture(device, WaterMaterial._absorptionGrad)\r\n );\r\n }\r\n this._absorptionRampTexture.set(WaterMaterial._defaultAbsorptionRampTexture.get());\r\n }\r\n return this._absorptionRampTexture.get()!;\r\n 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+ {"version":3,"file":"water.js","sources":["../../src/material/water.ts"],"sourcesContent":["import type {\r\n AbstractDevice,\r\n BindGroup,\r\n PBFunctionScope,\r\n PBInsideFunctionScope,\r\n PBShaderExp,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport { applyMaterialMixins, MeshMaterial } from './meshmaterial';\r\nimport type { DrawContext, WaveGenerator } from '../render';\r\nimport { MaterialVaryingFlags } from '../values';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { DRef, DWeakRef, Interpolator, Vector3, Vector4 } from '@zephyr3d/base';\r\nimport { screenSpaceRayTracing_HiZ, screenSpaceRayTracing_Linear2D } from '../shaders/ssr';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { mixinLight } from './mixins/lit';\r\nimport { distributionGGX, fresnelSchlick, visGGX } from '../shaders/pbr';\r\nimport { getDevice } from '../app/api';\r\n\r\nexport class WaterMaterial extends applyMaterialMixins(MeshMaterial, mixinLight) {\r\n private static readonly _absorptionGrad = new Interpolator(\r\n 'linear',\r\n 'vec3',\r\n new Float32Array([0, 0.082, 0.318, 0.665, 1]),\r\n new Float32Array([1, 1, 1, 0.22, 0.87, 0.87, 0, 0.47, 0.49, 0, 0.275, 0.44, 0, 0, 0])\r\n );\r\n private static readonly _scatterGrad = new Interpolator(\r\n 'linear',\r\n 'vec3',\r\n new Float32Array([0, 0.15, 0.42, 1]),\r\n new Float32Array([0, 0, 0, 0.08, 0.41, 0.34, 0.13, 0.4, 0.45, 0.21, 0.5, 0.6])\r\n );\r\n private static readonly _defaultScatterRampTexture: DWeakRef<Texture2D> = new DWeakRef();\r\n private static readonly _defaultAbsorptionRampTexture: DWeakRef<Texture2D> = new DWeakRef();\r\n private static readonly _waveUpdateState: WeakMap<WaveGenerator, number> = new WeakMap();\r\n private readonly _region: Vector4;\r\n private _displace: number;\r\n private _depthMulti: number;\r\n private _refractionStrength: number;\r\n private readonly _scatterRampTexture: DRef<Texture2D>;\r\n private readonly _absorptionRampTexture: DRef<Texture2D>;\r\n private readonly _waveGenerator: DRef<WaveGenerator>;\r\n private _waveVersion: number;\r\n private readonly _clipmapInfo: Vector4;\r\n private readonly _clipmapGridInfo: Vector4;\r\n private readonly _ssrParams: Vector4;\r\n constructor() {\r\n super();\r\n this._region = new Vector4(-99999, -99999, 99999, 99999);\r\n this._clipmapInfo = new Vector4();\r\n this._clipmapGridInfo = new Vector4();\r\n this._waveGenerator = new DRef();\r\n this._waveVersion = -1;\r\n this._ssrParams = new Vector4(1000, 160, 0.5, 2);\r\n this._scatterRampTexture = new DRef();\r\n this._absorptionRampTexture = new DRef();\r\n this._displace = 16;\r\n this._depthMulti = 0.1;\r\n this._refractionStrength = 0;\r\n this.cullMode = 'none';\r\n //this.TAADisabled = true;\r\n }\r\n /** {@inheritDoc Material.onDispose} */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._waveGenerator.dispose();\r\n this._scatterRampTexture.dispose();\r\n this._absorptionRampTexture.dispose();\r\n }\r\n /** @internal */\r\n get region() {\r\n return this._region;\r\n }\r\n /** @internal */\r\n set region(val: Vector4) {\r\n if (!val.equalsTo(this._region)) {\r\n this._region.set(val);\r\n this.uniformChanged();\r\n }\r\n }\r\n get waveGenerator() {\r\n return this._waveGenerator.get();\r\n }\r\n set waveGenerator(waveGenerator: Nullable<WaveGenerator>) {\r\n if (this._waveGenerator.get() !== waveGenerator) {\r\n this._waveGenerator.set(waveGenerator);\r\n this._waveVersion = -1;\r\n this.optionChanged(true);\r\n }\r\n }\r\n get scatterRampTexture() {\r\n const tex = this._getScatterRampTexture(getDevice());\r\n return tex === WaterMaterial._defaultScatterRampTexture.get() ? null : tex;\r\n }\r\n set scatterRampTexture(tex) {\r\n if (tex !== this.scatterRampTexture) {\r\n this._scatterRampTexture.set(tex);\r\n this.uniformChanged();\r\n }\r\n }\r\n get absorptionRampTexture() {\r\n const tex = this._getAbsorptionRampTexture(getDevice());\r\n return tex === WaterMaterial._defaultAbsorptionRampTexture.get() ? null : tex;\r\n }\r\n set absorptionRampTexture(tex) {\r\n if (tex !== this.absorptionRampTexture) {\r\n this._absorptionRampTexture.set(tex);\r\n this.uniformChanged();\r\n }\r\n }\r\n get depthMulti() {\r\n return this._depthMulti;\r\n }\r\n set depthMulti(val) {\r\n if (val !== this._depthMulti) {\r\n this._depthMulti = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get displace() {\r\n return this._displace;\r\n }\r\n set displace(val) {\r\n if (val !== this._displace) {\r\n this._displace = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get refractionStrength() {\r\n return this._refractionStrength;\r\n }\r\n set refractionStrength(val) {\r\n if (val !== this._refractionStrength) {\r\n this._refractionStrength = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n needSceneColor() {\r\n return true;\r\n }\r\n needSceneDepth() {\r\n return true;\r\n }\r\n protected _createHash() {\r\n return `${super._createHash()}:${this.waveGenerator?.getHash() ?? ''}`;\r\n }\r\n setClipmapInfo(rotation: number, scale: number, offsetX: number, offsetY: number) {\r\n this._clipmapInfo.setXYZW(rotation, scale, offsetX, offsetY);\r\n this.uniformChanged();\r\n }\r\n setClipmapGridInfo(gridScale: number, gridOffsetX: number, gridOffsetY: number) {\r\n if (\r\n this._clipmapGridInfo.x !== gridScale ||\r\n this._clipmapGridInfo.y !== gridOffsetX ||\r\n this._clipmapGridInfo.z !== gridOffsetY\r\n ) {\r\n this._clipmapGridInfo.setXYZW(gridScale, gridOffsetX, gridOffsetY, 0);\r\n this.uniformChanged();\r\n }\r\n }\r\n supportInstancing() {\r\n return false;\r\n }\r\n supportLighting() {\r\n return true;\r\n }\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n const pb = scope.$builder;\r\n this.waveGenerator?.setupUniforms(scope, 2);\r\n scope.$inputs.position = pb.vec3().attrib('position');\r\n scope.$inputs.clipmapInfo = pb.vec4().attrib('texCoord0');\r\n scope.clipmapGridInfo = pb.vec4().uniform(2);\r\n\r\n scope.$l.s = pb.sin(scope.$inputs.clipmapInfo.x);\r\n scope.$l.c = pb.cos(scope.$inputs.clipmapInfo.x);\r\n scope.$l.scale2 = pb.mul(scope.$inputs.clipmapInfo.y, scope.clipmapGridInfo.x);\r\n scope.$l.clipmapMatrix = pb.mat4(\r\n pb.mul(scope.c, scope.scale2),\r\n pb.mul(scope.s, scope.scale2),\r\n 0,\r\n 0,\r\n pb.neg(pb.mul(scope.s, scope.scale2)),\r\n pb.mul(scope.c, scope.scale2),\r\n 0,\r\n 0,\r\n 0,\r\n 0,\r\n 1,\r\n 0,\r\n pb.sub(pb.mul(scope.$inputs.clipmapInfo.z, scope.clipmapGridInfo.x), scope.clipmapGridInfo.y),\r\n pb.sub(pb.mul(scope.$inputs.clipmapInfo.w, scope.clipmapGridInfo.x), scope.clipmapGridInfo.z),\r\n 0,\r\n 1\r\n );\r\n\r\n scope.$l.clipmapPos = pb.mul(scope.clipmapMatrix, pb.vec4(scope.$inputs.position, 1)).xy;\r\n //scope.$l.level = pb.mul(ShaderHelper.getWorldMatrix(scope), pb.vec4(0, 0, 0, 1)).y;\r\n scope.clipmapWorldPos = pb.mul(\r\n ShaderHelper.getWorldMatrix(scope),\r\n pb.vec4(scope.clipmapPos.x, 0, scope.clipmapPos.y, 1)\r\n ).xyz; // pb.vec3(scope.clipmapPos.x, scope.level, scope.clipmapPos.y);\r\n scope.worldNormal = pb.vec3(0, 1, 0);\r\n scope.worldPos = scope.clipmapWorldPos;\r\n this.waveGenerator?.calcVertexPositionAndNormal(\r\n scope,\r\n scope.clipmapWorldPos,\r\n scope.worldPos,\r\n scope.worldNormal\r\n );\r\n scope.$outputs.worldPos = scope.worldPos;\r\n scope.$outputs.clipmapPos = scope.clipmapWorldPos;\r\n scope.$outputs.worldNormal = scope.worldNormal;\r\n ShaderHelper.setClipSpacePosition(\r\n scope,\r\n pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.worldPos, 1))\r\n );\r\n ShaderHelper.resolveMotionVector(scope, scope.$outputs.worldPos, scope.$outputs.worldPos);\r\n }\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n this.waveGenerator?.setupUniforms(scope, 2);\r\n scope.region = pb.vec4().uniform(2);\r\n if (this.needFragmentColor()) {\r\n scope.displace = pb.float().uniform(2);\r\n scope.depthMulti = pb.float().uniform(2);\r\n scope.refractionStrength = pb.float().uniform(2);\r\n scope.ssrParams = pb.vec4().uniform(2);\r\n scope.scatterRampTex = pb.tex2D().uniform(2);\r\n scope.absorptionRampTex = pb.tex2D().uniform(2);\r\n }\r\n scope.$l.discardable = pb.or(\r\n pb.any(pb.lessThan(scope.$inputs.worldPos.xz, scope.region.xy)),\r\n pb.any(pb.greaterThan(scope.$inputs.worldPos.xz, scope.region.zw))\r\n );\r\n scope.$if(scope.discardable, function () {\r\n pb.discard();\r\n });\r\n if (this.needFragmentColor()) {\r\n scope.$l.normal = this.waveGenerator\r\n ? this.waveGenerator.calcFragmentNormalAndFoam(\r\n scope,\r\n scope.$inputs.clipmapPos.xz,\r\n scope.$inputs.worldNormal\r\n )\r\n : pb.vec4(scope.$inputs.worldNormal, 0);\r\n scope.$l.outColor = pb.vec4(\r\n this.waterShading(scope, scope.$inputs.worldPos, scope.normal.xyz, scope.normal.w),\r\n 1\r\n );\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\r\n scope.$l.outRoughness = pb.vec4(1, 1, 1, 0);\r\n this.outputFragmentColor(\r\n scope,\r\n scope.$inputs.worldPos,\r\n scope.outColor,\r\n scope.outRoughness,\r\n scope.outColor\r\n );\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.outColor);\r\n }\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, null);\r\n }\r\n }\r\n waterShading(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal: PBShaderExp,\r\n foamFactor: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n pb.func('getAbsorption', [pb.float('depth')], function () {\r\n this.$l.c = pb.textureSampleLevel(\r\n this.absorptionRampTex,\r\n pb.vec2(pb.mul(this.depth, this.depthMulti), 0.5),\r\n 0\r\n ).rgb;\r\n this.$return(pb.mul(this.c, this.c));\r\n });\r\n pb.func('getScattering', [pb.float('depth')], function () {\r\n this.$l.c = pb.textureSampleLevel(\r\n this.scatterRampTex,\r\n pb.vec2(pb.mul(this.depth, this.depthMulti), 0.5),\r\n 0\r\n ).rgb;\r\n this.$return(pb.mul(this.c, this.c));\r\n });\r\n pb.func('fresnel', [pb.vec3('normal'), pb.vec3('eyeVec')], function () {\r\n this.$return(\r\n pb.clamp(\r\n pb.sub(pb.pow(pb.sub(1, pb.dot(this.normal, this.eyeVec)), 5), this.refractionStrength),\r\n 0,\r\n 1\r\n )\r\n );\r\n });\r\n pb.func(\r\n 'lightSpecular',\r\n [pb.vec3('lightDir'), pb.vec3('eyeVecNorm'), pb.vec3('normal'), pb.vec3('lightColor')],\r\n function () {\r\n this.$l.roughness = pb.float(0.04);\r\n this.$l.f0 = pb.vec3(0.02);\r\n this.$l.f90 = pb.vec3(1);\r\n this.$l.L = this.lightDir;\r\n this.$l.V = pb.neg(this.eyeVecNorm);\r\n this.$l.halfVec = pb.normalize(pb.add(this.L, this.V));\r\n this.$l.NoH = pb.clamp(pb.dot(this.normal, this.halfVec), 0, 1);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.L), 0, 1);\r\n this.$l.specular = pb.vec3(0);\r\n this.$if(pb.greaterThan(this.NoL, 0), function () {\r\n this.$l.VoH = pb.clamp(pb.dot(this.V, this.halfVec), 0, 1);\r\n this.$l.NoV = pb.clamp(pb.dot(this.normal, this.V), 0, 1);\r\n this.$l.F = fresnelSchlick(this, this.VoH, this.f0, this.f90);\r\n this.$l.alphaRoughness = pb.mul(this.roughness, this.roughness);\r\n this.$l.D = distributionGGX(this, this.NoH, this.alphaRoughness);\r\n this.$l.VIS = visGGX(this, this.NoV, this.NoL, this.alphaRoughness);\r\n this.specular = pb.mul(this.D, this.VIS, this.F, this.lightColor);\r\n });\r\n this.$return(this.specular);\r\n }\r\n );\r\n pb.func(\r\n 'waterShading',\r\n [pb.vec3('worldPos'), pb.vec3('worldNormal'), pb.float('foamFactor')],\r\n function () {\r\n this.$l.screenUV = pb.div(pb.vec2(this.$builtins.fragCoord.xy), ShaderHelper.getRenderSize(this));\r\n this.$l.dist = pb.length(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));\r\n this.$l.normalScale = pb.clamp(pb.div(100, this.dist), 0, 1);\r\n this.$l.normal = pb.normalize(\r\n pb.mul(this.worldNormal, pb.vec3(this.normalScale, 1, this.normalScale))\r\n );\r\n this.$l.displacedTexCoord = pb.add(this.screenUV, pb.mul(this.normal.xz, this.displace));\r\n this.$l.wPos = ShaderHelper.samplePositionFromDepth(\r\n this,\r\n ShaderHelper.getLinearDepthTexture(this),\r\n this.screenUV,\r\n ShaderHelper.getInvViewProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy\r\n );\r\n this.$l.eyeVec = pb.sub(this.worldPos.xyz, ShaderHelper.getCameraPosition(this));\r\n this.$l.eyeVecNorm = pb.normalize(this.eyeVec);\r\n this.$l.depth = pb.length(pb.sub(this.wPos.xyz, this.worldPos));\r\n this.$l.viewPos = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.worldPos, 1)).xyz;\r\n this.incidentVec = pb.normalize(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this)));\r\n this.reflectVecW = pb.reflect(this.incidentVec, this.normal);\r\n this.$l.reflectance = pb.vec3();\r\n this.$l.hitInfo = pb.vec4(0);\r\n this.$if(pb.greaterThan(this.reflectVecW.y, 0), function () {\r\n this.reflectVec = pb.mul(ShaderHelper.getViewMatrix(this), pb.vec4(this.reflectVecW, 0)).xyz;\r\n this.hitInfo = ShaderHelper.getHiZDepthTexture(this)\r\n ? screenSpaceRayTracing_HiZ(\r\n this,\r\n this.viewPos,\r\n this.reflectVec,\r\n ShaderHelper.getViewMatrix(this),\r\n ShaderHelper.getProjectionMatrix(this),\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy,\r\n pb.int(ShaderHelper.getHiZDepthTextureMipLevelCount(this)),\r\n this.ssrParams.y,\r\n this.ssrParams.z,\r\n pb.vec4(ShaderHelper.getRenderSize(this), ShaderHelper.getHiZDepthTextureSize(this)),\r\n ShaderHelper.getHiZDepthTexture(this)\r\n )\r\n : screenSpaceRayTracing_Linear2D(\r\n this,\r\n this.viewPos,\r\n this.reflectVec,\r\n ShaderHelper.getViewMatrix(this),\r\n ShaderHelper.getProjectionMatrix(this),\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy,\r\n this.ssrParams.x,\r\n this.ssrParams.y,\r\n this.ssrParams.z,\r\n this.ssrParams.w,\r\n pb.vec4(ShaderHelper.getRenderSize(this), ShaderHelper.getLinearDepthTextureSize(this)),\r\n ShaderHelper.getLinearDepthTexture(this)\r\n );\r\n });\r\n this.$l.refl = pb.reflect(\r\n pb.normalize(pb.sub(this.worldPos, ShaderHelper.getCameraPosition(this))),\r\n this.normal\r\n );\r\n this.refl.y = pb.max(this.refl.y, 0.1);\r\n this.reflectance = pb.mix(\r\n pb.textureSampleLevel(ShaderHelper.getBakedSkyTexture(this), this.refl, 0).rgb,\r\n pb.textureSampleLevel(ShaderHelper.getSceneColorTexture(this), this.hitInfo.xy, 0).rgb,\r\n this.hitInfo.w\r\n );\r\n this.$l.refractUV = this.displacedTexCoord;\r\n this.$l.displacedPos = ShaderHelper.samplePositionFromDepth(\r\n this,\r\n ShaderHelper.getLinearDepthTexture(this),\r\n this.refractUV,\r\n ShaderHelper.getInvProjectionMatrix(this),\r\n ShaderHelper.getCameraParams(this).xy\r\n );\r\n this.$if(\r\n pb.or(\r\n pb.greaterThanEqual(this.displacedPos.w, 0.99999),\r\n pb.greaterThan(this.displacedPos.z, this.viewPos.z)\r\n ),\r\n function () {\r\n this.refractUV = this.screenUV;\r\n }\r\n ).$else(function () {\r\n this.depth = pb.length(pb.sub(this.displacedPos.xyz, this.viewPos));\r\n });\r\n this.$l.refraction = pb.textureSampleLevel(\r\n ShaderHelper.getSceneColorTexture(this),\r\n this.refractUV,\r\n 0\r\n ).rgb;\r\n this.refraction = pb.mul(this.refraction, this.getAbsorption(this.depth));\r\n this.$l.fresnelTerm = this.fresnel(this.normal, pb.neg(this.eyeVecNorm));\r\n this.$l.finalColor = pb.mix(\r\n pb.mix(this.refraction, this.reflectance, this.fresnelTerm),\r\n pb.vec3(1),\r\n this.foamFactor\r\n );\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, _extra, shadow) {\r\n this.$l.lightAtten = that.calculateLightAttenuation(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);\r\n this.$l.lightContrib = this.lightSpecular(\r\n this.lightDir,\r\n this.eyeVecNorm,\r\n this.normal,\r\n pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten)\r\n );\r\n if (shadow) {\r\n this.$l.shadow = pb.vec3(that.calculateShadow(this, this.worldPos, this.NoL));\r\n this.lightContrib = pb.mul(this.lightContrib, this.shadow);\r\n }\r\n this.finalColor = pb.add(this.finalColor, this.lightContrib);\r\n });\r\n if (that.needCalculateEnvLight()) {\r\n this.$l.irradiance = that.getEnvLightIrradiance(this, this.normal);\r\n this.$l.sss = pb.mul(this.getScattering(this.depth), this.irradiance, 1 / Math.PI);\r\n this.finalColor = pb.add(this.finalColor, this.sss);\r\n }\r\n this.$return(this.finalColor);\r\n }\r\n );\r\n return scope.waterShading(worldPos, worldNormal, foamFactor);\r\n }\r\n applyUniforms(bindGroup: BindGroup, ctx: DrawContext, needUpdate: boolean, pass: number) {\r\n super.applyUniforms(bindGroup, ctx, needUpdate, pass);\r\n const waveGenerator = this._waveGenerator.get();\r\n if (waveGenerator && this._waveVersion !== waveGenerator.version) {\r\n waveGenerator.applyWaterBindGroup(bindGroup);\r\n this._waveVersion = waveGenerator.version;\r\n }\r\n }\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n bindGroup.setValue('clipmapGridInfo', this._clipmapGridInfo);\r\n bindGroup.setValue('region', this._region);\r\n if (this.needFragmentColor(ctx)) {\r\n bindGroup.setValue('displace', this._displace / ctx.renderWidth);\r\n bindGroup.setValue('depthMulti', this._depthMulti);\r\n bindGroup.setValue('refractionStrength', this._refractionStrength);\r\n bindGroup.setValue('ssrParams', this._ssrParams);\r\n bindGroup.setTexture(\r\n 'scatterRampTex',\r\n this._getScatterRampTexture(ctx.device),\r\n fetchSampler('clamp_linear_nomip')\r\n );\r\n bindGroup.setTexture(\r\n 'absorptionRampTex',\r\n this._getAbsorptionRampTexture(ctx.device),\r\n fetchSampler('clamp_linear_nomip')\r\n );\r\n }\r\n if (this.waveGenerator) {\r\n this.waveGenerator.applyWaterBindGroup(bindGroup);\r\n }\r\n }\r\n needUpdate() {\r\n return !!this._waveGenerator.get()?.needUpdate();\r\n }\r\n update(frameId: number, elapsed: number) {\r\n const waveGenerator = this._waveGenerator.get();\r\n if (waveGenerator) {\r\n const updateFrameId = WaterMaterial._waveUpdateState.get(waveGenerator);\r\n if (updateFrameId !== frameId) {\r\n waveGenerator.update(elapsed);\r\n WaterMaterial._waveUpdateState.set(waveGenerator, frameId);\r\n }\r\n }\r\n }\r\n private _getRampTexture(device: AbstractDevice, grad: Interpolator) {\r\n const width = 128;\r\n const height = 1;\r\n const texture = device.createTexture2D('rgba8unorm', width, height, {\r\n mipmapping: false\r\n })!;\r\n const numTexels = width * height;\r\n const data = new Uint8Array(numTexels * 4);\r\n const tmpcolor = new Vector3();\r\n for (let i = 0; i < numTexels; i++) {\r\n grad.interpolate((i % width) / width, tmpcolor);\r\n data[i * 4 + 0] = (tmpcolor.x * 255) >> 0;\r\n data[i * 4 + 1] = (tmpcolor.y * 255) >> 0;\r\n data[i * 4 + 2] = (tmpcolor.z * 255) >> 0;\r\n data[i * 4 + 3] = 255;\r\n }\r\n texture.update(data, 0, 0, width, height);\r\n return texture;\r\n }\r\n private _getScatterRampTexture(device: AbstractDevice) {\r\n if (!this._scatterRampTexture.get()) {\r\n if (!WaterMaterial._defaultScatterRampTexture.get()) {\r\n WaterMaterial._defaultScatterRampTexture.set(\r\n this._getRampTexture(device, WaterMaterial._scatterGrad)\r\n );\r\n }\r\n this._scatterRampTexture.set(WaterMaterial._defaultScatterRampTexture.get());\r\n }\r\n return this._scatterRampTexture.get()!;\r\n }\r\n private _getAbsorptionRampTexture(device: AbstractDevice) {\r\n if (!this._absorptionRampTexture.get()) {\r\n if (!WaterMaterial._defaultAbsorptionRampTexture.get()) {\r\n WaterMaterial._defaultAbsorptionRampTexture.set(\r\n this._getRampTexture(device, WaterMaterial._absorptionGrad)\r\n );\r\n }\r\n this._absorptionRampTexture.set(WaterMaterial._defaultAbsorptionRampTexture.get());\r\n }\r\n return this._absorptionRampTexture.get()!;\r\n 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@@ -0,0 +1,145 @@
1
+ import { Vector2 } from '@zephyr3d/base';
2
+ import { AbstractPostEffect, PostEffectLayer } from './posteffect.js';
3
+ import { linearToGamma } from '../shaders/misc.js';
4
+ import { fetchSampler } from '../utility/misc.js';
5
+
6
+ /**
7
+ * Color adjustment post effect with optional sharpen.
8
+ * @public
9
+ */ class ColorAdjust extends AbstractPostEffect {
10
+ static _program = null;
11
+ static _bindgroup = null;
12
+ _invTexSize;
13
+ _saturation;
14
+ _contrast;
15
+ _hue;
16
+ _sharpen;
17
+ /**
18
+ * Creates an instance of color adjust post effect.
19
+ */ constructor(){
20
+ super();
21
+ this._layer = PostEffectLayer.transparent;
22
+ this._invTexSize = new Vector2();
23
+ this._saturation = 1;
24
+ this._contrast = 1;
25
+ this._hue = 0;
26
+ this._sharpen = 0;
27
+ }
28
+ /** Saturation multiplier, 1 means unchanged. */ get saturation() {
29
+ return this._saturation;
30
+ }
31
+ set saturation(val) {
32
+ this._saturation = val;
33
+ }
34
+ /** Contrast multiplier, 1 means unchanged. */ get contrast() {
35
+ return this._contrast;
36
+ }
37
+ set contrast(val) {
38
+ this._contrast = val;
39
+ }
40
+ /** Hue rotation in degrees. */ get hue() {
41
+ return this._hue;
42
+ }
43
+ set hue(val) {
44
+ this._hue = val;
45
+ }
46
+ /** Sharpen amount, 0 means disabled. */ get sharpen() {
47
+ return this._sharpen;
48
+ }
49
+ set sharpen(val) {
50
+ this._sharpen = val;
51
+ }
52
+ /** {@inheritDoc AbstractPostEffect.requireLinearDepthTexture} */ requireLinearDepthTexture() {
53
+ return false;
54
+ }
55
+ /** {@inheritDoc AbstractPostEffect.requireDepthAttachment} */ requireDepthAttachment() {
56
+ return false;
57
+ }
58
+ /** {@inheritDoc AbstractPostEffect.apply} */ apply(ctx, inputColorTexture, _sceneDepthTexture, srgbOutput) {
59
+ const device = ctx.device;
60
+ try {
61
+ this._prepare(device);
62
+ } catch (err) {
63
+ console.error(err);
64
+ // Fail-safe: if shader compilation fails, disable this effect and pass through
65
+ // so the editor/render loop keeps running.
66
+ this.enabled = false;
67
+ this.passThrough(ctx, inputColorTexture, srgbOutput);
68
+ return;
69
+ }
70
+ this._invTexSize.setXY(1 / inputColorTexture.width, 1 / inputColorTexture.height);
71
+ ColorAdjust._bindgroup.setTexture('srcTex', inputColorTexture, fetchSampler('clamp_linear_nomip'));
72
+ ColorAdjust._bindgroup.setValue('flip', this.needFlip(device) ? 1 : 0);
73
+ ColorAdjust._bindgroup.setValue('srgbOut', srgbOutput ? 1 : 0);
74
+ ColorAdjust._bindgroup.setValue('invTexSize', this._invTexSize);
75
+ ColorAdjust._bindgroup.setValue('saturation', this._saturation);
76
+ ColorAdjust._bindgroup.setValue('contrast', this._contrast);
77
+ ColorAdjust._bindgroup.setValue('hue', this._hue * Math.PI / 180);
78
+ ColorAdjust._bindgroup.setValue('sharpen', this._sharpen);
79
+ device.setProgram(ColorAdjust._program);
80
+ device.setBindGroup(0, ColorAdjust._bindgroup);
81
+ this.drawFullscreenQuad();
82
+ }
83
+ /** @internal */ _prepare(device) {
84
+ if (!ColorAdjust._program) {
85
+ ColorAdjust._program = device.buildRenderProgram({
86
+ vertex (pb) {
87
+ this.flip = pb.int().uniform(0);
88
+ this.$inputs.pos = pb.vec2().attrib('position');
89
+ this.$outputs.uv = pb.vec2();
90
+ pb.main(function() {
91
+ this.$builtins.position = pb.vec4(this.$inputs.pos, 0, 1);
92
+ this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));
93
+ this.$if(pb.notEqual(this.flip, 0), function() {
94
+ this.$builtins.position.y = pb.neg(this.$builtins.position.y);
95
+ });
96
+ });
97
+ },
98
+ fragment (pb) {
99
+ this.srcTex = pb.tex2D().uniform(0);
100
+ this.srgbOut = pb.int().uniform(0);
101
+ this.invTexSize = pb.vec2().uniform(0);
102
+ this.saturation = pb.float().uniform(0);
103
+ this.contrast = pb.float().uniform(0);
104
+ this.hue = pb.float().uniform(0);
105
+ this.sharpen = pb.float().uniform(0);
106
+ this.$outputs.outColor = pb.vec4();
107
+ pb.main(function() {
108
+ this.$l.sample0 = pb.textureSampleLevel(this.srcTex, this.$inputs.uv, 0);
109
+ this.$l.color3 = this.sample0.rgb;
110
+ this.$l.alpha = this.sample0.a;
111
+ this.$if(pb.greaterThan(this.sharpen, 0), function() {
112
+ this.$l.north = pb.textureSampleLevel(this.srcTex, pb.add(this.$inputs.uv, pb.mul(pb.vec2(0, -1), this.invTexSize)), 0).rgb;
113
+ this.$l.south = pb.textureSampleLevel(this.srcTex, pb.add(this.$inputs.uv, pb.mul(pb.vec2(0, 1), this.invTexSize)), 0).rgb;
114
+ this.$l.west = pb.textureSampleLevel(this.srcTex, pb.add(this.$inputs.uv, pb.mul(pb.vec2(-1, 0), this.invTexSize)), 0).rgb;
115
+ this.$l.east = pb.textureSampleLevel(this.srcTex, pb.add(this.$inputs.uv, pb.mul(pb.vec2(1, 0), this.invTexSize)), 0).rgb;
116
+ this.$l.lap = pb.sub(pb.mul(this.color3, 4), pb.add(pb.add(this.north, this.south), pb.add(this.west, this.east)));
117
+ this.color3 = pb.add(this.color3, pb.mul(this.lap, this.sharpen));
118
+ });
119
+ this.$l.luma = pb.dot(this.color3, pb.vec3(0.299, 0.587, 0.114));
120
+ this.color3 = pb.mix(pb.vec3(this.luma), this.color3, this.saturation);
121
+ this.color3 = pb.add(pb.mul(pb.sub(this.color3, pb.vec3(0.5)), this.contrast), pb.vec3(0.5));
122
+ this.$l.cosHue = pb.cos(this.hue);
123
+ this.$l.sinHue = pb.sin(this.hue);
124
+ this.$l.r = pb.dot(this.color3, pb.vec3(pb.add(pb.add(0.299, pb.mul(0.701, this.cosHue)), pb.mul(0.168, this.sinHue)), pb.add(pb.sub(0.587, pb.mul(0.587, this.cosHue)), pb.mul(0.33, this.sinHue)), pb.sub(pb.sub(0.114, pb.mul(0.114, this.cosHue)), pb.mul(0.497, this.sinHue))));
125
+ this.$l.g = pb.dot(this.color3, pb.vec3(pb.sub(pb.sub(0.299, pb.mul(0.299, this.cosHue)), pb.mul(0.328, this.sinHue)), pb.add(pb.add(0.587, pb.mul(0.413, this.cosHue)), pb.mul(0.035, this.sinHue)), pb.add(pb.sub(0.114, pb.mul(0.114, this.cosHue)), pb.mul(0.292, this.sinHue))));
126
+ this.$l.b = pb.dot(this.color3, pb.vec3(pb.add(pb.sub(0.299, pb.mul(0.3, this.cosHue)), pb.mul(1.25, this.sinHue)), pb.sub(pb.sub(0.587, pb.mul(0.588, this.cosHue)), pb.mul(1.05, this.sinHue)), pb.sub(pb.add(0.114, pb.mul(0.886, this.cosHue)), pb.mul(0.203, this.sinHue))));
127
+ this.$l.result = pb.clamp(pb.vec3(this.r, this.g, this.b), pb.vec3(0), pb.vec3(1));
128
+ this.$if(pb.notEqual(this.srgbOut, 0), function() {
129
+ this.result = linearToGamma(this, this.result);
130
+ });
131
+ this.$outputs.outColor = pb.vec4(this.result, this.alpha);
132
+ });
133
+ }
134
+ });
135
+ if (!ColorAdjust._program) {
136
+ throw new Error('ColorAdjust: failed to build GPU program');
137
+ }
138
+ ColorAdjust._program.name = '@ColorAdjust';
139
+ ColorAdjust._bindgroup = device.createBindGroup(ColorAdjust._program.bindGroupLayouts[0]);
140
+ }
141
+ }
142
+ }
143
+
144
+ export { ColorAdjust };
145
+ //# sourceMappingURL=coloradjust.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"coloradjust.js","sources":["../../src/posteffect/coloradjust.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { Vector2 } from '@zephyr3d/base';\r\nimport { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\nimport { linearToGamma } from '../shaders/misc';\r\nimport type { AbstractDevice, BindGroup, GPUProgram, Texture2D } from '@zephyr3d/device';\r\nimport type { DrawContext } from '../render';\r\nimport { fetchSampler } from '../utility/misc';\r\n\r\n/**\r\n * Color adjustment post effect with optional sharpen.\r\n * @public\r\n */\r\nexport class ColorAdjust extends AbstractPostEffect {\r\n private static _program: Nullable<GPUProgram> = null;\r\n private static _bindgroup: Nullable<BindGroup> = null;\r\n private readonly _invTexSize: Vector2;\r\n private _saturation: number;\r\n private _contrast: number;\r\n private _hue: number;\r\n private _sharpen: number;\r\n /**\r\n * Creates an instance of color adjust post effect.\r\n */\r\n constructor() {\r\n super();\r\n this._layer = PostEffectLayer.transparent;\r\n this._invTexSize = new Vector2();\r\n this._saturation = 1;\r\n this._contrast = 1;\r\n this._hue = 0;\r\n this._sharpen = 0;\r\n }\r\n /** Saturation multiplier, 1 means unchanged. */\r\n get saturation() {\r\n return this._saturation;\r\n }\r\n set saturation(val: number) {\r\n this._saturation = val;\r\n }\r\n /** Contrast multiplier, 1 means unchanged. */\r\n get contrast() {\r\n return this._contrast;\r\n }\r\n set contrast(val: number) {\r\n this._contrast = val;\r\n }\r\n /** Hue rotation in degrees. */\r\n get hue() {\r\n return this._hue;\r\n }\r\n set hue(val: number) {\r\n this._hue = val;\r\n }\r\n /** Sharpen amount, 0 means disabled. */\r\n get sharpen() {\r\n return this._sharpen;\r\n }\r\n set sharpen(val: number) {\r\n this._sharpen = val;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireLinearDepthTexture} */\r\n requireLinearDepthTexture() {\r\n return false;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.requireDepthAttachment} */\r\n requireDepthAttachment() {\r\n return false;\r\n }\r\n /** {@inheritDoc AbstractPostEffect.apply} */\r\n apply(ctx: DrawContext, inputColorTexture: Texture2D, _sceneDepthTexture: Texture2D, srgbOutput: boolean) {\r\n const device = ctx.device;\r\n try {\r\n this._prepare(device);\r\n } catch (err) {\r\n console.error(err);\r\n // Fail-safe: if shader compilation fails, disable this effect and pass through\r\n // so the editor/render loop keeps running.\r\n this.enabled = false;\r\n this.passThrough(ctx, inputColorTexture, srgbOutput);\r\n return;\r\n }\r\n this._invTexSize.setXY(1 / inputColorTexture.width, 1 / inputColorTexture.height);\r\n ColorAdjust._bindgroup!.setTexture('srcTex', inputColorTexture, fetchSampler('clamp_linear_nomip'));\r\n ColorAdjust._bindgroup!.setValue('flip', this.needFlip(device) ? 1 : 0);\r\n ColorAdjust._bindgroup!.setValue('srgbOut', srgbOutput ? 1 : 0);\r\n ColorAdjust._bindgroup!.setValue('invTexSize', this._invTexSize);\r\n ColorAdjust._bindgroup!.setValue('saturation', this._saturation);\r\n ColorAdjust._bindgroup!.setValue('contrast', this._contrast);\r\n ColorAdjust._bindgroup!.setValue('hue', (this._hue * Math.PI) / 180);\r\n ColorAdjust._bindgroup!.setValue('sharpen', this._sharpen);\r\n device.setProgram(ColorAdjust._program);\r\n device.setBindGroup(0, ColorAdjust._bindgroup!);\r\n this.drawFullscreenQuad();\r\n }\r\n /** @internal */\r\n private _prepare(device: AbstractDevice) {\r\n if (!ColorAdjust._program) {\r\n ColorAdjust._program = device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 0, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.srcTex = pb.tex2D().uniform(0);\r\n this.srgbOut = pb.int().uniform(0);\r\n this.invTexSize = pb.vec2().uniform(0);\r\n this.saturation = pb.float().uniform(0);\r\n this.contrast = pb.float().uniform(0);\r\n this.hue = pb.float().uniform(0);\r\n this.sharpen = pb.float().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.main(function () {\r\n this.$l.sample0 = pb.textureSampleLevel(this.srcTex, this.$inputs.uv, 0);\r\n this.$l.color3 = this.sample0.rgb;\r\n this.$l.alpha = this.sample0.a;\r\n\r\n this.$if(pb.greaterThan(this.sharpen, 0), function () {\r\n this.$l.north = pb.textureSampleLevel(\r\n this.srcTex,\r\n pb.add(this.$inputs.uv, pb.mul(pb.vec2(0, -1), this.invTexSize)),\r\n 0\r\n ).rgb;\r\n this.$l.south = pb.textureSampleLevel(\r\n this.srcTex,\r\n pb.add(this.$inputs.uv, pb.mul(pb.vec2(0, 1), this.invTexSize)),\r\n 0\r\n ).rgb;\r\n this.$l.west = pb.textureSampleLevel(\r\n this.srcTex,\r\n pb.add(this.$inputs.uv, pb.mul(pb.vec2(-1, 0), this.invTexSize)),\r\n 0\r\n ).rgb;\r\n this.$l.east = pb.textureSampleLevel(\r\n this.srcTex,\r\n pb.add(this.$inputs.uv, pb.mul(pb.vec2(1, 0), this.invTexSize)),\r\n 0\r\n ).rgb;\r\n this.$l.lap = pb.sub(\r\n pb.mul(this.color3, 4),\r\n pb.add(pb.add(this.north, this.south), pb.add(this.west, this.east))\r\n );\r\n this.color3 = pb.add(this.color3, pb.mul(this.lap, this.sharpen));\r\n });\r\n\r\n this.$l.luma = pb.dot(this.color3, pb.vec3(0.299, 0.587, 0.114));\r\n this.color3 = pb.mix(pb.vec3(this.luma), this.color3, this.saturation);\r\n this.color3 = pb.add(pb.mul(pb.sub(this.color3, pb.vec3(0.5)), this.contrast), pb.vec3(0.5));\r\n\r\n this.$l.cosHue = pb.cos(this.hue);\r\n this.$l.sinHue = pb.sin(this.hue);\r\n this.$l.r = pb.dot(\r\n this.color3,\r\n pb.vec3(\r\n pb.add(pb.add(0.299, pb.mul(0.701, this.cosHue)), pb.mul(0.168, this.sinHue)),\r\n pb.add(pb.sub(0.587, pb.mul(0.587, this.cosHue)), pb.mul(0.33, this.sinHue)),\r\n pb.sub(pb.sub(0.114, pb.mul(0.114, this.cosHue)), pb.mul(0.497, this.sinHue))\r\n )\r\n );\r\n this.$l.g = pb.dot(\r\n this.color3,\r\n pb.vec3(\r\n pb.sub(pb.sub(0.299, pb.mul(0.299, this.cosHue)), pb.mul(0.328, this.sinHue)),\r\n pb.add(pb.add(0.587, pb.mul(0.413, this.cosHue)), pb.mul(0.035, this.sinHue)),\r\n pb.add(pb.sub(0.114, pb.mul(0.114, this.cosHue)), pb.mul(0.292, this.sinHue))\r\n )\r\n );\r\n this.$l.b = pb.dot(\r\n this.color3,\r\n pb.vec3(\r\n pb.add(pb.sub(0.299, pb.mul(0.3, this.cosHue)), pb.mul(1.25, this.sinHue)),\r\n pb.sub(pb.sub(0.587, pb.mul(0.588, this.cosHue)), pb.mul(1.05, this.sinHue)),\r\n pb.sub(pb.add(0.114, pb.mul(0.886, this.cosHue)), pb.mul(0.203, this.sinHue))\r\n )\r\n );\r\n\r\n this.$l.result = pb.clamp(pb.vec3(this.r, this.g, this.b), pb.vec3(0), pb.vec3(1));\r\n this.$if(pb.notEqual(this.srgbOut, 0), function () {\r\n this.result = linearToGamma(this, this.result);\r\n });\r\n this.$outputs.outColor = pb.vec4(this.result, this.alpha);\r\n });\r\n }\r\n });\r\n if (!ColorAdjust._program) {\r\n throw new Error('ColorAdjust: failed to build GPU program');\r\n }\r\n ColorAdjust._program.name = '@ColorAdjust';\r\n ColorAdjust._bindgroup = device.createBindGroup(ColorAdjust._program.bindGroupLayouts[0]);\r\n }\r\n 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@@ -4,6 +4,7 @@ import { fetchSampler } from '../utility/misc.js';
4
4
  import { Vector2 } from '@zephyr3d/base';
5
5
  import '../render/primitive.js';
6
6
  import { BoxShape } from '../shapes/box.js';
7
+ import '../shapes/capsule.js';
7
8
  import '../shapes/cylinder.js';
8
9
  import '../shapes/torus.js';
9
10
  import '../shapes/plane.js';
@@ -11,6 +12,10 @@ import '../shapes/sphere.js';
11
12
  import '../shapes/tetrahedron.js';
12
13
  import { temporalResolve } from '../shaders/temporal.js';
13
14
 
15
+ /** Resource names for TAA history buffers */ const TAA_RESOURCES = {
16
+ COLOR: 'taaColor',
17
+ MOTION_VECTOR: 'taaMotionVector'
18
+ };
14
19
  /** @internal */ class TAA extends AbstractPostEffect {
15
20
  static _resolveProgram = [];
16
21
  static _skyMotionVectorProgram = null;
@@ -45,44 +50,75 @@ import { temporalResolve } from '../shaders/temporal.js';
45
50
  ctx.device.pool.releaseFrameBuffer(fb);
46
51
  }
47
52
  apply(ctx, inputColorTexture, sceneDepthTexture, srgbOutput) {
48
- const data = ctx.camera.getHistoryData();
49
- if (!data.prevColorTex || !data.prevMotionVectorTex || data.prevColorTex.width !== inputColorTexture.width || data.prevColorTex.height !== inputColorTexture.height) {
53
+ const historyMgr = ctx.camera.getHistoryResourceManager();
54
+ // Check if this is the first frame (no history yet)
55
+ const isFirstFrame = !historyMgr.has(TAA_RESOURCES.COLOR);
56
+ if (isFirstFrame) {
57
+ // First frame: just pass through
50
58
  this.passThrough(ctx, inputColorTexture, srgbOutput);
51
- } else {
52
- //this.renderSkyMotionVectors(ctx);
53
- let program = TAA._resolveProgram[ctx.camera.TAADebug];
54
- if (!program) {
55
- program = TAA._getResolveProgram(ctx, ctx.camera.TAADebug);
56
- TAA._resolveProgram[ctx.camera.TAADebug] = program;
57
- }
58
- if (!this._bindGroup) {
59
- this._bindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);
60
- }
61
- this._bindGroup.setTexture('historyColorTex', data.prevColorTex, fetchSampler('clamp_linear_nomip'));
62
- this._bindGroup.setTexture('currentColorTex', inputColorTexture, fetchSampler('clamp_nearest_nomip'));
63
- this._bindGroup.setTexture('currentDepthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));
64
- this._bindGroup.setTexture('motionVector', ctx.motionVectorTexture, fetchSampler('clamp_nearest_nomip'));
65
- this._bindGroup.setTexture('prevMotionVector', data.prevMotionVectorTex, fetchSampler('clamp_nearest_nomip'));
66
- this._bindGroup.setValue('flip', this.needFlip(ctx.device) ? 1 : 0);
67
- this._bindGroup.setValue('srgbOut', srgbOutput ? 1 : 0);
68
- TAA._texSize.setXY(sceneDepthTexture.width, sceneDepthTexture.height);
69
- this._bindGroup.setValue('texSize', TAA._texSize);
70
- //this.passThrough(ctx, inputColorTexture, srgbOutput, AbstractPostEffect.getZTestEqualRenderState(ctx));
71
- ctx.device.setProgram(program);
72
- ctx.device.setBindGroup(0, this._bindGroup);
73
- this.drawFullscreenQuad();
59
+ // Register and update history resources (zero-copy)
60
+ const currentColorTex = ctx.device.getFramebuffer().getColorAttachments()[0];
61
+ ctx.device.pool.retainTexture(currentColorTex);
62
+ historyMgr.registerWithTexture(TAA_RESOURCES.COLOR, {
63
+ format: inputColorTexture.format,
64
+ sizeMode: 'absolute',
65
+ width: inputColorTexture.width,
66
+ height: inputColorTexture.height
67
+ }, {
68
+ width: inputColorTexture.width,
69
+ height: inputColorTexture.height
70
+ }, currentColorTex);
71
+ ctx.device.pool.retainTexture(ctx.motionVectorTexture);
72
+ historyMgr.registerWithTexture(TAA_RESOURCES.MOTION_VECTOR, {
73
+ format: ctx.motionVectorTexture.format,
74
+ sizeMode: 'absolute',
75
+ width: ctx.motionVectorTexture.width,
76
+ height: ctx.motionVectorTexture.height
77
+ }, {
78
+ width: ctx.motionVectorTexture.width,
79
+ height: ctx.motionVectorTexture.height
80
+ }, ctx.motionVectorTexture);
81
+ return;
82
+ }
83
+ // Get history textures
84
+ const prevColorTex = historyMgr.getPrevious(TAA_RESOURCES.COLOR);
85
+ // Check if resolution changed
86
+ if (prevColorTex.width !== inputColorTexture.width || prevColorTex.height !== inputColorTexture.height) {
87
+ // Resolution changed, unregister old resources and restart
88
+ historyMgr.unregister(TAA_RESOURCES.COLOR);
89
+ historyMgr.unregister(TAA_RESOURCES.MOTION_VECTOR);
90
+ this.passThrough(ctx, inputColorTexture, srgbOutput);
91
+ return;
74
92
  }
75
- if (data.prevColorTex) {
76
- ctx.device.pool.releaseTexture(data.prevColorTex);
93
+ const prevMotionVectorTex = historyMgr.getPrevious(TAA_RESOURCES.MOTION_VECTOR);
94
+ // Render TAA
95
+ let program = TAA._resolveProgram[ctx.camera.TAADebug];
96
+ if (!program) {
97
+ program = TAA._getResolveProgram(ctx, ctx.camera.TAADebug);
98
+ TAA._resolveProgram[ctx.camera.TAADebug] = program;
77
99
  }
100
+ if (!this._bindGroup) {
101
+ this._bindGroup = ctx.device.createBindGroup(program.bindGroupLayouts[0]);
102
+ }
103
+ this._bindGroup.setTexture('historyColorTex', prevColorTex, fetchSampler('clamp_linear_nomip'));
104
+ this._bindGroup.setTexture('currentColorTex', inputColorTexture, fetchSampler('clamp_nearest_nomip'));
105
+ this._bindGroup.setTexture('currentDepthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));
106
+ this._bindGroup.setTexture('motionVector', ctx.motionVectorTexture, fetchSampler('clamp_nearest_nomip'));
107
+ this._bindGroup.setTexture('prevMotionVector', prevMotionVectorTex, fetchSampler('clamp_nearest_nomip'));
108
+ this._bindGroup.setValue('flip', this.needFlip(ctx.device) ? 1 : 0);
109
+ this._bindGroup.setValue('srgbOut', srgbOutput ? 1 : 0);
110
+ TAA._texSize.setXY(sceneDepthTexture.width, sceneDepthTexture.height);
111
+ this._bindGroup.setValue('texSize', TAA._texSize);
112
+ ctx.device.setProgram(program);
113
+ ctx.device.setBindGroup(0, this._bindGroup);
114
+ this.drawFullscreenQuad();
115
+ // Update history with current framebuffer output (zero-copy)
78
116
  const currentColorTex = ctx.device.getFramebuffer().getColorAttachments()[0];
79
117
  ctx.device.pool.retainTexture(currentColorTex);
80
- data.prevColorTex = currentColorTex;
81
- if (data.prevMotionVectorTex) {
82
- ctx.device.pool.releaseTexture(data.prevMotionVectorTex);
83
- }
118
+ historyMgr.updateCurrent(TAA_RESOURCES.COLOR, currentColorTex);
84
119
  ctx.device.pool.retainTexture(ctx.motionVectorTexture);
85
- data.prevMotionVectorTex = ctx.motionVectorTexture;
120
+ historyMgr.updateCurrent(TAA_RESOURCES.MOTION_VECTOR, ctx.motionVectorTexture);
121
+ // Note: History swap happens automatically in executeForwardPlusGraph
86
122
  }
87
123
  requireLinearDepthTexture(_ctx) {
88
124
  return true;